Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1145/3010915.3011001acmotherconferencesArticle/Chapter ViewAbstractPublication PagesozchiConference Proceedingsconference-collections
short-paper

Creating 360° educational video: a case study

Published: 29 November 2016 Publication History

Abstract

The application of virtual reality (VR) to education has been documented for over half a century. During this time studies investigating its use have demonstrated positive findings ranging from increased time on task, to enjoyment, motivation and retention. Despite this, VR systems have never achieved widespread adoption in education. This is arguably due to both limitations of the VR technologies themselves, and the overhead incurred by both content developers and users. In this paper we describe a case study of an alternative approach to creating educational VR content. Instead of using computer graphics, we used a spherical camera in conjunction with a VR head-mounted display to provide 360° educational lectures. The content creation process, as well as issues we encountered during this study are explained, before we conclude by discussing the viability of this approach.

References

[1]
360Designs. (2016). EYE™ Professional VR Camera - Full 3-Axis Package | 360 Designs. Retrieved August 29, 2016, from http://360designs.io/product/eye-vr-camera-full-3-axis-package/
[2]
Abdul Rahim, E., Duenser, A., Billinghurst, M., Herritsch, A., Unsworth, K., Mckinnon, A., & Gostomski, P. (2012). A desktop virtual reality application for chemical and process engineering education. Proc. OzCHI '12 (pp. 1--8). New York, New York, USA: ACM Press.
[3]
Allison, D., & Hodges, L. F. (2000). Virtual reality for education? Proc. The ACM symposium on Virtual reality software and technology - VRST '00 (p. 160). New York, New York, USA: ACM Press.
[4]
Apostolellis, P., & Bowman, D. A. (2014). Evaluating the effects of orchestrated, game-based learning in virtual environments for informal education. Proc. The 11th Conference on Advances in Computer Entertainment Technology - ACE '14 (pp. 1--10). New York, New York, USA: ACM Press.
[5]
Auld, L. W. S., & Pantelidis, V. S. (1994). Exploring virtual reality for classroom use. TechTrends, 39(1), 29--31.
[6]
Cheung, S. K. S., Fong, J., Fong, W., Wang, F. L., & Kwok, L. F. (Eds.). (2013). Hybrid Learning and Continuing Education (Vol. 8038). Berlin, Heidelberg: Springer Berlin Heidelberg.
[7]
Chung, L.-Y. (2012). Virtual Reality in College English Curriculum: Case Study of Integrating Second Life in Freshman English Course. In 2012 26th International Conference on Advanced Information Networking and Applications Workshops (pp. 250--253). IEEE.
[8]
Control-VR. (2014). Kickstarter - Control VR- The Future of Virtual Reality, Animation & more by The Control VR Team. Retrieved October 15, 2014, from https://www.kickstarter.com/projects/controlvr/control-vr-motion-capture-for-vr-animation-and-mor
[9]
Dewey, J. (1985). Democracy and education, 1916. Southern Illinois University Press Carbondale.
[10]
Falah, J., Khan, S., Alfalah, T., Alfalah, S. F. M., Chan, W., Harrison, D. K., & Charissis, V. (2014). Virtual Reality medical training system for anatomy education. In 2014 Science and Information Conference (pp. 752--758). IEEE.
[11]
Ferracani, A., Pezzatini, D., & Del Bimbo, A. (2014). A Natural and Immersive Virtual Interface for the Surgical Safety Checklist Training. Proc. The 2014 ACM International Workshop on Serious Games - SeriousGames '14 (pp. 27--32). New York, New York, USA: ACM Press.
[12]
Gieser, S. N., Becker, E., & Makedon, F. (2013). Using CAVE in physical rehabilitation exercises for rheumatoid arthritis. Proc. The 6th International Conference on PErvasive Technologies Related to Assistive Environments - PETRA '13 (pp. 1--4). New York, New York, USA: ACM Press.
[13]
Haluck, R. S. (2000). Computers and Virtual Reality for Surgical Education in the 21st Century. Archives of Surgery, 135(7), 786.
[14]
Horowitz, K. (2004). Sega VR: Great Idea or Wishful Thinking? Retrieved May 19, 2015, from http://web.archive.org/web/20100114191355/http://sega-16.com/feature_page.php?id=5&title=Sega VR: Great Idea or Wishful Thinking?
[15]
Huang, H.-M., Rauch, U., & Liaw, S.-S. (2010). Investigating learners' attitudes toward virtual reality learning environments: Based on a constructivist approach. Computers & Education, 55(3), 1171--1182.
[16]
Jacobson, J., Holden, L., Studios, F., & Toronto, C. (2005). The Virtual Egyptian Temple. Academia.edu. Retrieved from http://www.academia.edu/download/30562960/jacobson2005e.pdf
[17]
Johnson, A., Roussos, M., Leigh, J., & Vasilakis, C. (1998). The NICE Project: Learning Together in a Virtual World. Evlweb.eecs.uic.edu. Retrieved from http://evlweb.eecs.uic.edu/aej/papers/vrais98.pdf
[18]
Kiss, G. (2012). Using web conference system during the lessons in higher education. In 2012 International Conference on Information Technology Based Higher Education and Training (ITHET) (pp. 1--4). IEEE.
[19]
Kushner, D. (2014). Virtual reality's moment. IEEE Spectrum, 51(1), 34--37.
[20]
Le, Q. T., Pedro, A., & Park, C. S. (2014). A Social Virtual Reality Based Construction Safety Education System for Experiential Learning. Journal of Intelligent & Robotic Systems.
[21]
Naone, E. (2007). Virtual Labor Lost | MIT Technology Review. Retrieved November 19, 2014, from http://www.technologyreview.com/news/409147/virtual-labor-lost/
[22]
Oculus. (2012). Kickstarter - Oculus Rift: Step Into the Game by Oculus. Retrieved March 4, 2015, from https://www.kickstarter.com/projects/1523379957/oculus-rift-step-into-the-game
[23]
Omni. (2014). Kickstarter - Omni: Move Naturally in Your Favorite Game by Virtuix. Retrieved March 4, 2015, from https://www.kickstarter.com/projects/1944625487/omni-move-naturally-in-your-favorite-game
[24]
Page, R. (2000). Brief history of flight simulation. SimTecT 2000 Proceedings, 1--11.
[25]
PrioVR. (2014). Kickstarter - PrioVR: Suit up. Game on. by YEI Technology. Retrieved March 4, 2015, from https://www.kickstarter.com/projects/yeitechnology/priovr-suit-up-game-on
[26]
Rizzo, A. A., Buckwalter, J. G., Bowerly, T., Van Der Zaag, C., Humphrey, L., Neumann, U., ... Sisemore, D. (2000). The Virtual Classroom: A Virtual Reality Environment for the Assessment and Rehabilitation of Attention Deficits. CyberPsychology & Behavior, 3(3), 483--499.
[27]
Rizzo, A., & Bowerly, T. (2006). A virtual reality scenario for all seasons: the virtual classroom. Cns. Retrieved from http://psychology.unt.edu/~tparsons/PDF/1Parsons_(CNS_Rizzo)_VR_Classroom.pdf
[28]
Schwaab, J., Kman, N., Nagel, R., Bahner, D., Martin, D. R., Khandelwal, S., ... Nelson, R. (2011). Using second life virtual simulation environment for mock oral emergency medicine examination. Academic Emergency Medicine: Official Journal of the Society for Academic Emergency Medicine, 18(5), 559--62.
[29]
Sharma, S., Agada, R., & Ruffin, J. (2013). Virtual reality classroom as an constructivist approach. In 2013 Proceedings of IEEE Southeastcon (pp. 1--5). IEEE.
[30]
Skybox. (2016). Skybox 360/VR Tools | Mettle. Retrieved January 28, 2016, from http://www.mettle.com/product/skybox-360vr-tools/
[31]
West, N. (1995). NEXT Generation Issue #6 June 1995: AOU: coin-op houses unveil '95 line-up. Retrieved May 19, 2015, from https://archive.org/stream/nextgen-issue-006/Next_Generation_Issue_006_June_1995#page/n23/mode/2up
[32]
Wiecha, J., Heyden, R., Sternthal, E., & Merialdi, M. (2010). Learning in a virtual world: experience with using second life for medical education. Journal of Medical Internet Research, 12(1), e1.

Cited By

View all
  • (2024)Virtual Reality, Real Pedagogy: A Contextual Inquiry of Instructor Practices with VR VideoProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642510(1-21)Online publication date: 11-May-2024
  • (2024)360° videos in education – A systematic literature review on application areas and future potentialsEducation and Information Technologies10.1007/s10639-022-11549-929:2(1319-1355)Online publication date: 1-Feb-2024
  • (2024)The effect of micro‐level and macro‐level signalling on learning with 360° videosApplied Cognitive Psychology10.1002/acp.419238:2Online publication date: 3-Apr-2024
  • Show More Cited By

Index Terms

  1. Creating 360° educational video: a case study

      Recommendations

      Comments

      Please enable JavaScript to view thecomments powered by Disqus.

      Information & Contributors

      Information

      Published In

      cover image ACM Other conferences
      OzCHI '16: Proceedings of the 28th Australian Conference on Computer-Human Interaction
      November 2016
      706 pages
      ISBN:9781450346184
      DOI:10.1145/3010915
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

      Sponsors

      • IEEE-SMCS: Systems, Man & Cybernetics Society
      • Australian Comp Soc: Australian Computer Society
      • Data61: Data61, CSIRO
      • ICACHI: International Chinese Association of Computer Human Interaction
      • Infoxchange: Infoxchange
      • HITLab AU: Human Interface Technology Laboratory Australia
      • James Boag: James Boag
      • Tourism Tasmania: Tourism Tasmania
      • HFESA: Human Factors and Ergonomics Society of Australia Inc.
      • IEEEVIC: IEEE Victorian Section
      • UTAS: University of Tasmania, Australia

      In-Cooperation

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 29 November 2016

      Permissions

      Request permissions for this article.

      Check for updates

      Author Tags

      1. 360 video
      2. HCI
      3. education
      4. virtual reality

      Qualifiers

      • Short-paper

      Conference

      OzCHI '16
      Sponsor:
      • IEEE-SMCS
      • Australian Comp Soc
      • Data61
      • ICACHI
      • Infoxchange
      • HITLab AU
      • James Boag
      • Tourism Tasmania
      • HFESA
      • IEEEVIC
      • UTAS
      OzCHI '16: The 28th Australian Conference on Human-Computer Interaction
      November 29 - December 2, 2016
      Tasmania, Launceston, Australia

      Acceptance Rates

      Overall Acceptance Rate 362 of 729 submissions, 50%

      Contributors

      Other Metrics

      Bibliometrics & Citations

      Bibliometrics

      Article Metrics

      • Downloads (Last 12 months)40
      • Downloads (Last 6 weeks)3
      Reflects downloads up to 23 Feb 2025

      Other Metrics

      Citations

      Cited By

      View all
      • (2024)Virtual Reality, Real Pedagogy: A Contextual Inquiry of Instructor Practices with VR VideoProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642510(1-21)Online publication date: 11-May-2024
      • (2024)360° videos in education – A systematic literature review on application areas and future potentialsEducation and Information Technologies10.1007/s10639-022-11549-929:2(1319-1355)Online publication date: 1-Feb-2024
      • (2024)The effect of micro‐level and macro‐level signalling on learning with 360° videosApplied Cognitive Psychology10.1002/acp.419238:2Online publication date: 3-Apr-2024
      • (2023)A Systematic Literature Review on 360° Panoramic Applications in Architecture, Engineering, and Construction (AEC) IndustryJournal of Information Technology in Construction10.36680/j.itcon.2023.02128(405-437)Online publication date: 25-Aug-2023
      • (2023)Applications of augmented reality and virtual reality on computer-assisted teaching for analytical sketching of architectural scene and constructionJournal of Asian Architecture and Building Engineering10.1080/13467581.2022.209724122:3(1664-1681)Online publication date: 26-Feb-2023
      • (2023)The Educational uses of 360o Videos and low-cost HMDs. Reflecting on the Results of Seven ProjectsTechnology, Knowledge and Learning10.1007/s10758-023-09666-6Online publication date: 30-Jun-2023
      • (2022)Evaluating 360o Video's Learning Effectiveness and ExperiencesInternational Journal of Smart Education and Urban Society10.4018/IJSEUS.29706613:1(1-20)Online publication date: 18-Feb-2022
      • (2022)Creation of Immersive Resources Based on Virtual Reality for Dissemination and Teaching in Chemical EngineeringEducation Sciences10.3390/educsci1208057212:8(572)Online publication date: 22-Aug-2022
      • (2022)Advancing Extended Reality Teaching and Learning Opportunities Across the Disciplines in Higher Education2022 8th International Conference of the Immersive Learning Research Network (iLRN)10.23919/iLRN55037.2022.9815897(1-8)Online publication date: 30-May-2022
      • (2022)XR-LIVE: Enhancing Asynchronous Shared-Space Demonstrations with Spatial-temporal Assistive Toolsets for Effective Learning in Immersive Virtual LaboratoriesProceedings of the ACM on Human-Computer Interaction10.1145/35129836:CSCW1(1-23)Online publication date: 7-Apr-2022
      • Show More Cited By

      View Options

      Login options

      View options

      PDF

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader

      Figures

      Tables

      Media

      Share

      Share

      Share this Publication link

      Share on social media